3,679 research outputs found

    Genres, user attitudes and prospects for learning through video on the WWW

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    Building upon the notion that TV and video programmes will soon be accessible via the World Wide Web, there is the question of if and how it can bring added value for education. How will these two genres (working on the Internet vs. relaxing on the sofa) go together? From a post-modern point of view, the mass media (such as TV) contribute to the supposed mechanism of 'social constructionism'. However, the programme makers have a major control over the underlying message that is articulated, whereas constructionism for learning is a more conscious process by which students 'build' new knowledge through experimentation and conceptualizatio

    The predictors of success for e-learning in higher education institutions (HEIs) in N-W.F.P, Pakistan

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    The interrelationships between different perceptions and attitudes of e-Learning users are widely researched, which reveals that whatever the perception and theory of a user about the Information and Communication Technologies (ICTs) and e-Learning environment are, the same is reflected in his/her attitude towards using educational technologies for teaching and learning. The objective of this study was to measure the relationships between the indicators (perceptions about ICTs, educational technologies, development and use of e-Learning) and the Criterion variables (problems, satisfaction and prospects) among e-Learning users in Higher Education Institutions (HEIs) of N-W.F.P, Pakistan. The study found the existence of strong relationships in terms of indicators explaining the dependent variables. However, the impact is different from one variable to another. 81% of Problems, 57% of Satisfaction and 23% of Prospects are explained by the Indicators. Problems are significantly explained by all four indicators, while Satisfaction has been predicted by three of the indicators (excluding Perceptions). The study found that only two indicators (Perceptions about ICTs and Educational technologies) predict the Prospects, while Development and Use do not. The surprising finding is that Prospects are not defined by the 'Existing Development and Use Practices'. Rather, their perceptions about ICTs and e-Learning tools strongly forecast the Prospects

    Emerging digital media, games and simulations: a challenge for open and distance learning

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    In this article we examine the state-of-the-art research related to digital media in education and evaluate the information concerning a new generation of students that are communityminded and technologically savvy, highlighting the innovative technology behind the new interaction and communication processes, and assessing the challenges for Open and Distance Learning (ODL). Where traditional distance education is based on the completion of carefully graded assignments and tests, today games, simulations and virtual environments may become safe platforms for trial and error experimentation. With games the chance of failure is high, but the cost is low and the lessons are learned immediately and with greater emotional impact. However, these conditions may become more difficult to address when the volume of users increases from small to medium, large or extra-large. Dealing effectively with tens or even hundreds of thousands of students in absentia requires following very sound organizational principles and good technical implementation, systematic monitoring of deviations from established norms, regular audition of users' comments and criticisms, careful analysis of final results. In this emerging scenario, involving digital media, games and simulations, ODL systems must have means of establishing rich connections with each member of the universe of users. In this sense we propose using a virtual space with multiple places, in ways that use the Internet, social applications, games and mobile devices to involve students in pedagogical activities

    Saudi English as a foreign language learners\u27 attitudes toward computer -assisted language learning

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    This study investigated Saudi English as a Foreign Language (EFL) Learners\u27 attitudes toward Computer-Assisted Language Learning (CALL) at the Institute of Public Administration (IPA) in Saudi Arabia. Five research questions were developed: (1) What are the Saudi EFL learners\u27 general attitudes toward CALL at the IPA? (2) What are Saudi EFL learners\u27 attitudes toward the CALL software used at the IPA? (3) What are the differences between IPA Saudi EFL learners\u27 attitudes toward CALL based on their years of English learning? (4) What are the differences between IPA Saudi EFL learners\u27 attitudes toward CALL based on their current computer knowledge? (5) What are the differences between IPA Saudi EFL learners\u27 attitudes toward CALL based on their gender?;The research questionnaire was administered to a total of 578 participants, including students from several levels of English language proficiency, major areas of study, and three distinct locations. Statistical methods including standard deviation, mean, regression analysis, and t-test were used to analyze data.;The findings indicated that the Saudi EFL learners\u27 attitudes toward CALL and the software were positive. The results of the regression analysis showed that computer knowledge and gender served as the best predictors of learners\u27 attitudes toward CALL. The t-test findings showed that Saudi female EFL learners had more positive attitudes toward CALL than their male counterparts.;The findings of this study will help to improve the use of CALL at the IPA and other college-level institutions in Saudi Arabia

    Video Game Design in the MBA Curriculum: An Experiential Learning Approach for Teaching Design Thinking

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    In the spirit of design thinking, we have developed a “hands-on” video game design workshop intended to be used for an MBA course on design thinking. This novel approach to teaching complex concepts and skills to business students has been received with enthusiasm, and it provides a unique and memorable experience for students to draw on as they encounter situations in which they will apply design thinking in the future. Additionally, student-produced games and student reflections on the workshops provide initial evidence of the value of teaching design thinking through this type of experiential method. In this article we review key design thinking concepts, report on our continuing efforts to incorporate these principles into video game design workshops in the MBA curriculum, and conclude with reflections on improvements for future iterations in hopes that these lesson plans will be shared and will add value to other institutions teaching design thinking. Workshop lesson plans and student projects can be found online at http://www.kolobkreations.com/GDWweb/GDWHome.html

    Games without borders : the cultural dimension of game localisation

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    Juegos sin fronteras : la dimensión cultural de la localización de videojuegosFrom its humble origins in the 1970s, the software entertainment industry has grown into a worldwide phenomenon and a multibillion-dollar industry. Its success is, to a great extent, attributable to localisation practices, which help game companies maximize their return on investment by reaching the widest possible audience. Game localisation strives to reproduce the gameplay experience of the original game and elicit a similar response on target players, fostering an emotional connection between them and the game, thus facilitating their immersion. In order to produce a good quality localised version, it is crucial to take into account not only technical and linguistic issues, but also cultural issues affecting game localisation practices. After describing what game localisation entails and exploring the concepts of emotional and ludological localisation, this paper discusses the cultural dimension of this emerging type of translation. It describes current cultural adaptation practices in games and explores the sociocultural factors affecting game localisation. By providing a number of examples, it analyses the wide scope of cultural adaptation, also known as culturalisation and cultural localisation, inherent to game localisation. Finally, this paper reflects on the need to strike a balance between domestication and foreignisation, depending on the global translation strategy, the intended target audience and the genre of the game.La industria del software de entretenimiento se ha convertido en un fenómeno global. Su éxito se debe en buena parte a los procesos de localización, que ayudan a las empresas a maximizar su inversión al permitirles llegar a un público lo más amplio posible. El objetivo de la localización de videojuegos es reproducir la experiencia de juego del original y obtener un efecto similar en los jugadores meta, fomentando la creación de una conexión emocional entre ellos y el juego y facilitando su inmersión en él. Para producir una versión localizada de calidad, es crucial tener en cuenta no solo los aspectos lingüísticos y técnicos, sino también los aspectos culturales. Tras describir en qué consiste la localización de videojuegos y explorar los conceptos de localización emotiva y ludológica, este artículo se centra en la dimensión cultural de la traducción de videojuegos. Describe las prácticas de adaptación cultural; se exploran los factores socioculturales que influyen en esta modalidad emergente y se proporcionan diversos ejemplos para ilustrar los diferentes grados de adaptación cultural posibles, conocida también como culturalización y localización cultural. Por último, se reflexiona sobre la necesidad de encontrar el equilibrio entre la domesticación y la exotización, en función de la estrategia de traducción global, la audiencia meta y el género del juego

    Born Digital / Grown Digital: Assessing the Future Competitiveness of the EU Video Games Software Industry

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    This report reflects the findings of the JRC-IPTS study on the Video games Industry, with a focus on two specific activities: online and mobile video games. The report starts by introducing the technologies, their characteristics, market diffusion and barriers to take up, and their potential economic impact, before moving to an analysis of their contribution to the competitiveness of the European ICT industry. The research is based on internal and external expertise, literature reviews and desk research, several workshops and syntheses of the current state of the knowledge. The results were reviewed by experts and in dedicated workshops. The report concludes that the general expectations for the next years foresee a speeded up migration of contents and services to digital, in a scenario of rapidly increasing convergence of digital technologies and integration of media services taking advantage of improved and permanent network connections. The role of the so-called creative content industry is expected to increase accordingly. Communication services and media industry will co-evolve on the playground of the Internet of services, along with a product to service transformation of the software market in general. In this general context the Video games Software industry plays and is expected to play a major role. The games industry may become a major driver of the development of networks as it has been in the past for the development of computer hardware.JRC.DDG.J.4-Information Societ
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